using System; using Cpp2IlInjected; using Unity.Burst; using Unity.Collections; using Unity.Jobs; using Unity.Mathematics; namespace UnityEngine.Rendering.Universal { // Token: 0x02000033 RID: 51 [Token(Token = "0x200002D")] [BurstCompile] public struct BinPerLightJob : IJobParallelFor { // Token: 0x060000B6 RID: 182 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x60000AE")] [Address(RVA = "0x19C5160", Offset = "0x19C3F60", VA = "0x1819C5160", Slot = "4")] public void Execute(int lightIdx) { } // Token: 0x060000B7 RID: 183 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x60000AF")] [Address(RVA = "0x19C4B30", Offset = "0x19C3930", VA = "0x1819C4B30")] private void AddPointLightImportances(uint3 minVoxelIdx, uint3 maxVoxelIdx, ushort lightIdx, float3 lightPos, float lightIntensity, float lightRange) { } // Token: 0x060000B8 RID: 184 RVA: 0x00002050 File Offset: 0x00000250 [Token(Token = "0x60000B0")] [Address(RVA = "0x19C4D50", Offset = "0x19C3B50", VA = "0x1819C4D50")] private void AddSpotLightImportances(uint3 minVoxelIdx, uint3 maxVoxelIdx, ushort lightIdx, float3 lightPos, float3 expandedLightPos, float3 lightForward, float lightIntensity, float lightBaseRadius, float lightRange, float expandedLightRange) { } // Token: 0x060000B9 RID: 185 RVA: 0x00002778 File Offset: 0x00000978 [Token(Token = "0x60000B1")] [Address(RVA = "0x19C5800", Offset = "0x19C4600", VA = "0x1819C5800")] private float PointLightIntensity(float approxIntensity) { return 0f; } // Token: 0x060000BA RID: 186 RVA: 0x00002790 File Offset: 0x00000990 [Token(Token = "0x60000B2")] [Address(RVA = "0x19C5780", Offset = "0x19C4580", VA = "0x1819C5780")] private float LinearAttenuation(float3 voxelCenter, float3 lightPos, float lightRange) { return 0f; } // Token: 0x060000BB RID: 187 RVA: 0x000027A8 File Offset: 0x000009A8 [Token(Token = "0x60000B3")] [Address(RVA = "0x19C5080", Offset = "0x19C3E80", VA = "0x1819C5080")] private float AngularAttenuation(float3 voxelCenter, float3 lightPos, float3 lightForward, float lightBaseRadius, float lightRange) { return 0f; } // Token: 0x0400011E RID: 286 [FieldOffset(Offset = "0x0")] [Token(Token = "0x40000FB")] [ReadOnly] public NativeArray lights; // Token: 0x0400011F RID: 287 [FieldOffset(Offset = "0x10")] [Token(Token = "0x40000FC")] [ReadOnly] public NativeArray voxelPoints; // Token: 0x04000120 RID: 288 [FieldOffset(Offset = "0x20")] [Token(Token = "0x40000FD")] [ReadOnly] public float3 worldVolumeMinCorner; // Token: 0x04000121 RID: 289 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x40000FE")] [ReadOnly] public float3 worldVolumeMaxCorner; // Token: 0x04000122 RID: 290 [FieldOffset(Offset = "0x38")] [Token(Token = "0x40000FF")] [WriteOnly] public NativeMultiHashMap.ParallelWriter clusteredLightIndices; } }